Module |
|
Header |
/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
Include |
#include "MeshPassProcessor.h" |
Source |
/Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp |
static FGraphicsMinimalPipelineStateId GetPipelineStateId
(
const FGraphicsMinimalPipelineStateInitializer & InPipelineState,
FGraphicsMinimalPipelineStateSet & InOutPassSet,
bool & NeedsShaderInitialisation
)
Get a pipeline state id in this order: global persistent Id table. If not found, will lookup in PassSet argument. If not found in PassSet argument, create a blank pipeline set id and add it PassSet argument